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Showing posts with label SXSW. Show all posts
Showing posts with label SXSW. Show all posts

Monday, March 12, 2012

Screenburn: Starhawk, Tribes, and Firefall



Well readers, South x South West may rumble ever onwards but the ScreenBurn Arcade portion wrapped up yesterday. Fortunately Azeroth to Zork was there and, as promised, we have coverage of the biggest games on display.

If this year had a theme it was definitely “Fight together or die alone.” Co-op modes and gameplay were prevalent, like what we saw in Mass Effect 3 earlier. This may just be because co-op matches lend themselves well to demoing a game, but they were certainly hard to get away from.


First up we have Starhawk, a third person action-shooter for the PS3 with a space western theme. The gameplay mode I saw had a small team of players working to defend a giant rig that was pumping delicious glowing space-juice out of the ground. Waves of enemy infantry, vehicles, and aircraft spawned and attacked the rig, which was sturdy but not invincible.

What made things interesting was the so called “build and battle” system, where players could call down walls, turrets, supply stations, and vehicle deployment pads. The buildings are deployed from orbit to almost anywhere on the map and unfold in seconds, though sadly it appears you can’t actually drop them on people’s heads. Resources for buying buildings and vehicles are limited, but their use gives the game a strong RTS flavor. Other highlights included a very cool looking vehicle that seamlessly morphed between fighter aircraft and bipedal mech.


Another standout was the upcoming team-based online shooter Tribes: Ascend. I didn’t actually get a chance to play, just watch, but from what I could see characters are incredibly fast and mobile, equipped with jetpacks and able to skip across vast maps with tremendous speed. Weapons, on the other hand, fire slowly and frequently have one-shot or very small clips. There’s a lot of emphasis on speed and aerial agility to avoid getting hit, combined with a need for high accuracy and leading your shots to hit your equally nimble opponents. Watching a group of players bound and careen through the air trading colorful blasts was a visual treat.


The centerpiece of the show was definitely the Firefall demo. Their booth was heavily decorated and big enough for about twenty people to play at once, which was good because it better simulated the sci-fi MMO-shooter experience Firefall aims to create. The game contains a potent mix of features from many of the games we’ve already talked about.

Players control “battle-frames”, which expose an improbable amount of skin, (especially on female characters) but at least have a clear art direction that stands out from the usual mess of generic powered armor. Frames have clearly designated roles, like Assault or Medic, and are restricted to only a few slots for weapons and powers, but you can swap between different frame load-outs at in-game kiosks with few mouse clicks. You’re not button-holed in-to any one role if you want to try another, although experience appears to only be earned for whatever frame you’re using at the moment. They all have a limited jetpack- boost feature, so it’s all good. 

Really, you can't go wrong by adding jetpacks to stuff.
The demo starts off with some fairly generic MMO gameplay at a colorful sea-side resort. The game is apparently set on Earth, but something has clearly gone wrong because the beach is crawling with giant bug creatures. Combat is pleasingly fast and furious, with enemies dropping plentiful health and ammo pickups to encourage you to keep fighting rather than hiking back to town if you get low.


Most of the missions were standard fetch-this/kill-that fare, but one had me defending a mobile resource extractor that touched down from orbit to drill tasty future-money out of the ground. (Notice another running theme this year?) The drill’s arrival stirred up the bugs, and I had my hands full defending it, but before it could finish filling up on space crystals the town fell under attack and I was teleported back to help defend it.

Firefall will apparently contain a lot of open world PvE scenarios like this one, although exactly how random and balanced they might be, as well as what degree of participation will be required, isn’t clear. In this case a huge, ominously painted ship parked overhead, raining weapons fire and drop-pods full of heavily armed jerks and more giant bugs onto the town. Suddenly all those different types of turrets scattered around make a lot more sense.

The bold and colorfull graphics are reminiscent of Borderlands.
The players had to defend the town’s multiple power generators while trying to clean up the drop-pods and lay into the ship when it dropped its shields to deploy more. Keeping our giant AA turrets up and running helped a lot. The scenario really gave the more support themed battle-frames, like the engineers and medics, a chance to shine. As expected with any shooter there were still plenty of snipers crowding the rooftops, picking away at the enemy and periodically getting vaporized by the attacking ship. Swapping to an engineer frame I was able to use my force-field and turret to cover one approach to a generator and provide some handy cover for my allies. 

The scenario ended when a timer ran out and the enemy ship cloaked and sped away, leaving us victorious. I was told that if we’d done enough damage we could have blown it up and earned bonus rewards, but the whole thing was still highly playable and tremendous fun. The game is supposed to be free to play, and I look forward to giving the beta a try if my invite request goes through. If so I’ll keep you all posted.

Articles copyright James Cousar, games and images copyright their respective owners.

Friday, March 9, 2012

Screenburn: Mass Effect 3



Hello again gentle readers.

It’s Spring once again, which means it’s time for the Austin South By South-West festival, which means it’s time for the Screenburn arcade.

Azeroth to Zork was there of course, fighting through pouring rain and baying mobs to bring you coverage. 

There’s a lot of cool stuff at this year’s show, including the massive team based shooter/MMO Firefall and Starhawk, a slick looking space-western with some nifty RTS elements. Today we’ll briefly be talking about my experiences with Mass Effect 3 and its co-op mode.
“But James!” you say. “Hasn’t Mass Effect 3 already been out for a couple of days already? Why not tell us something about the games they were showing off that you can’t just walk into a store and buy.”

Well first, who buys games from a physical store anymore? Well aside from console gamers. Or people without internet connections. And people who like having a wrap-able, physical gift to give to their children/spouse/pets. 

Second, I won a t-shirt and I’m easily bribed by clothing and other consumer goods.

Thirdly ME 3 was what I had time to play today, so that’s what we’ll be talking about. 

Finally I’ve been playing Skyrim more or less non-stop for the past month and kind of lost track of time and space and all the other dimensions, so I’d actually forgotten ME3 was even coming out till today.

Anyhow, I was a little skeptical when I’d heard ME 3 was going to include a multiplayer mode. I’ve played other games with a single player focus that tried to include serious multiplayer, like Bioshock 2 and Dead Space 2 (It seems to happen a lot with sequels.) While the multiplayer in those games wasn’t terrible it felt a little tacked on and I wondered at how they might have been if the developers hadn’t had to split their resources. 

Having not had a chance to see the single player yet I can say that ME 3’s co-op mode is slick, fun, and highly playable. With only a few minutes to organize my character and figure out the controls I was able to put together a workable load-out for a Soldier featuring a Shotgun with freezing ammo and some sort of grenade attachment. All the ME classes are playable, and many of the races as well, though all the pre-made characters we had to work with were human.

You’re restricted to two guns, and heavier weapons make your abilities take longer to recharge. Of course a player carrying a big enough gun may not feel they need any fancy schmancy special abilities. I suspect this is more important for the less weapon dependent classes, but you’re also limited to only a handful of abilities and consumables per mission. It’s not quite a full on RPG, but there’s plenty of opportunities for customization and specialization, at least as much as in shooters like the Modern Warfare series. 

"You run out there firing wildly. I'll stay back here where it's safe and cover you."
Actual gameplay is not unlike the Gears of War “Horde” mode, pitting me and three random scrubs against successive waves of enemies. The map was small and quick to learn, but tactically interesting, with plenty of cover and alternate approaches. Some rounds had us just killing a set number of enemies, but others had us defending an area, capturing specific points, or hunting down targets while enemies continuously poured in. We couldn’t just hole up in a corner and try to hold out till the end of the match.

Enemies and objectives both emphasize and reward teamwork. I could handle the generic troopers, but the riot shield carrying goons, high tech ninja assassins, and twelve foot assault mechs took good use of cover and the massed firepower and special abilities of the entire team to bring down. Every time I ran off alone I got shot down in short order, though my team-mates were generally able to scrape me off the ground before I expired. 

From half an hour of playing with strangers I can say that ME 3 Co-op is worth playing. I’ll probably pick the game up whenever the Skyrim main theme stops continuously running through my head. Tomorrow I’m going to try to get a look at Firefall, which looked very cool, so stay tuned.

Articles copyright James Cousar, games and images copyright their respective owners.

Monday, March 14, 2011

ScreenBurn Arcade Coverage


Hey folks. SXSW Interactive has been hitting me pretty hard, which may have something to do with all the free alcohol they keep passing out. If you’ve been able to attend, then you know what I mean. I’ve certainly gathered no shortage of topics for us to discuss, but today was the last day of the free ScreenBurn arcade, discussing the highlights. I can’t claim to have had time to see and give a comprehensive overview of everything, so this is only the tip of the iceberg, but I’ll cover what caught my eye.

There were plenty of AAA titles on display, as one would expect. I was able to play a few minutes of Insomniac Game’s much anticipated Resistance 3. The single player portion of the demo took place in a seriously wrecked American town, and it looks like the human race is continuing to lose ground to the invading Chimera aliens. Insomniac has made some interesting design tweaks from the second game in the series. Health no longer regenerates, and weapons can now be leveled up through use.

THQ’s Homefront was also on display, although I didn’t get to spend quite as much time with it. It felt very polished and very much in the style of modern shooters like Call of Duty. The brief segment where you drive around a little military robot was fun.

Guns are fine, but sometimes you just need to decapitate a few dozen Orcs. The Lord of the Rings: War in the North aims to provide you with those Orcs in the form of an action heavy RPG. The level I was able to play had a team of three heroes (Human ranger, dwarf warrior, elf spell caster) fighting their way up a suitably epic snowy mountain while a vast army marched past below. You’ll apparently always be in control of this mini-fellowship, with the AI stepping in to control them if human co-op players aren’t available.

Less traditional gaming tools and systems could be found if you looked. Poptank studios were showing off a fascinating program that involved plugging a real guitar into a computer. You then play a Rockband like game on the computer, through the actual guitar, not a stylized controller. I’m not heavily musically inclined, but I imagine this could make long hours of instrument practice a lot more enjoyable. This also ties nicely into the subject of “Gamification”, which we’re not going to get into quite yet, but was a major topic in one of the keynote speeches and a number of panels.


I’d have to say my favorite booth was the one run by indiePub Games. indiePub is an community of independent developers, and they were showing off the finalists for their Independent Propeller Awards, with a grand prize of $50k for the winning entry. One of the themes of this year’s Interactive fest is that the future of gaming is going to be in smaller, more agile games. Mobile, social, and indie games can take risks and do things that a 20 million budget AAA project simply can’t, and I’d say the sheer level of talent and creativity on display at the indiePub booth proved this beyond any doubt.

Doing each entry justice would take more time and space than we have, so I’m just going to give a brief description of the standouts and provide links with more information and videos of the games in action.

“Deep Sea” is a purely audio experience that involves wearing a terrifying gas-mask like sensory deprivation helmet.

“The Uncanny Fish Hunt” has an utterly gorgeous hand drawn/cardboard cut-out art style that has to be seen in action to be appreciated.

Moving onto dry land “Tiny and Big - Grandpa's Leftover”  combines a robust physics engine with an awesome laser tool that lets you slice entire Mesas apart to make your way across the desert.

My personal favorite was “Chewy”, a charming and elegant little game that has you maneuvering a living piece of gum through giant environments by exploiting your sticky and stretchy properties.

Finally GLiD took home the $50k grand prize, with a beautifully ambient adventure about controlling a tiny crawler robot with insect like powers.

Most of these games are available for free on the indiePub website, and I strongly recommend spending a few minutes to check it out. The more support we can possibly give Indie gaming the better.



Last but certainly not least, Azeroth to Zork was able to get a preview of an upcoming space adventure/exploration MMO based off the venerable Traveller pen-and-paper RPG. Traveller AR (Augmented Reality) looks to be one of the first IPhone based MMO’s, and takes advantage of the hardware platform to do some very cool things.

You physically move the phone around to control your point of view, and the ships appear to be designed around following real world rules of physics and inertia in space, as opposed to the WW2 prop-plane mode used by many space combat games. This means you can, for example, boost away from an enemy ship at high speed, and then spin you craft (and the IPhone) around to face backwards and fire on your pursuer.

The “Augmented Reality” feature is fascinating, and I predict we’ll be seeing a lot of similar implementations in the near future. The game allows you to project gameplay over the live images of the real world that appear on the Iphone’s screen, which meant I got to see the convention hall flooded with ships, space stations, and planets. Apparently your real world home city and determines your characters home world, and physically traveling around our planet moves your ship through the game universe. (Although there are other ways to get around in-game than hopping on a real world bus or train = P)

It’s exciting stuff, right on the edge of science-fiction, appropriately enough. The Traveller AR project is ambitious, boasting tens-of-thousands of unique star systems, and a host of viable gameplay styles and options, from trade, to combat, exploration and more. The game is slated to come out summer 2011. I’m certainly looking forward to seeing more of the AR feature in action.

I think we can declare this year’s ScreenBurn event a success. I almost wish they would schedule it before or after the rest of SXSW, so I wouldn’t have to keep leaving to attend the panels I want to see. I’ll be attending the remaining days of SXSW Interactive, and we’ll have plenty more to talk about. Make sure to keep checking back at Azeroth to Zork for more coverage!

Bonus Links

indiePub: http://www.indiepubgames.com/ (You can search for the games mentioned by name)

You can see the complete results of the Propeller awards, including who won what and details on the other contestants, here: http://sxsw.com/node/7004

More info on the Traveller AR MMO and beta sign-up: http://www.traveller-ar.com/#

Articles copyright James Cousar, games and images copyright their respective owners.

Thursday, March 10, 2011

This Years SXSW


Hey folks. The South-By-South-West festival is coming to Austin, as it does every year.

I'll be there attending the Interactive portion of the fest. It starts tomorrow, and I'll try to have something up every evening or so. Last year they had some great panels about the future of gaming, so I'm curious to see what they have to say this time around.

If you're in Austin you should at least consider hitting up the Screenburn Free-Play arcade, at the Austin convention center. It's been tremendous fun in the past, and doesn't require any sort of ticket or pass. Make sure to check back at Azeroth-to-Zork for our coverage.

Articles copyright James Cousar, games and images copyright their respective owners.

Monday, November 15, 2010

Game On

Despite the fact that our planet orbits a ball of radioactive fire I do periodically leave my house, and not just to buy more bottled water and 20 pound sacks of rice. As you may or may not already know I live in Austin, Texas. Austin is an unspeakably cool city. One of the many reasons for this is the SXSW music, film, and interactive festival that rolls around once a year, causing the already tenuous parking situation to dissolve into mass hysteria.

The best part about SXSW is the Screenburn free arcade. Austin is home to a host of game companies, (Bioware, return my calls! Or at least revoke that court order…) and Screenburn gives them and others a chance to show off. They’re getting started a few months early this year with an event called Game On, which is also free, and takes place tomorrow.

Local rag The Chronicle has a quick write up here: http://www.austinchronicle.com/gyrobase/Market/GameOn

Yours truly will be in attendance. I’ll be letting you know what the event was like afterwards, and of course writing up the actual games demoed. Should be exciting.